The Meadow Flower Alliance
The Meadow Flower Alliance is formed from two Anhoin nations; Tibrafes that sits in the riverside lowlands and is famous for its leather, and Kronlordan that lies in mountains and is famous for its cloth. Together they form the heart of the Anhoi river states, being both midway between source and sea, and also between the Near and Far branches of the Anhoi.

Tibrafes is a prominent independent city-state about two hundred miles north of Llaza, along the banks of the Lemnaha, a tributary of the Anhoi River. The city itself is built around a large rocky outcrop that provides a commanding position over the Anhoi and the descent from Kronlordan Pass, and in former times was the site of an Imperial castle. Most of the town of Tibrafes occupies the marshy meads of the Lemnaha.

Tibrafes is famous for its leather, and at one time was the major supplier of leather to the whole of the Empire of Splendour. The meadows are home to hundreds of tanneries, but all these are required by law to lie outside of the Tanner's Meridian to keep the smell away from the rest of the town. Pigs and goats are reared locally for their hides, although the meat is used too. A few large tanneries can handle tembu hides, which can be up to forty square metres in area when laid out flat. Pig and goat leather has the durability and flexibility needed for every day use, whereas tembu hide is more for heavy duty use and armour-making. For over three hundred years the perfume industry has also flourished in Tibrafes. The perfumeries can be found to the north of the city, amidst fields of lavender and other fragranced flowers. This trade is tightly allied to the Glassblowers Guild due to the need for vials and bottles. Since the glassblowers also manufacture yen coins for the Meadow Flower Alliance, the Perfumers and Glassblowers Guilds represent a powerful collection of interests.

The demand by the tanneries for waste products prompted the emergence of another unpleasant but necessary trade. Waste from the public latrines (and rare private outhouses) is collected by the dunny-man. Although unsavoury, the job is a lucrative one. A dunny-man will get paid to take the sewage away, and then paid again by the tanner when he sells it on. The dunny-men are organised into a guild, allied to the Tanners Guild. This seemingly lowliest of all professions sparked the revolution that led to Tibrafes seceding from the Empire.

Under the Imperial concept of rao-shimvar, the social order that allots everyone a standing in life, those who handle dead things are considered one of the lowest parts of society. This includes the tanners and dunny-men that play such an important role in the success of Tibrafes' industry. When Imperial bureaucrats decided to install an aquified sewage system, both the dunny-men and the tanners saw a major threat to their livelihood. Their allies, the perfumers and glassblowers sided with them. The powerful guilds were able to raise armed mobs and incite the general citizenry to join in. The castle was stormed and taken.

The Empire responded with troops but the rioters were able to withstand a prolonged siege by tunneling into the sandstone of Castle Rock. Eventually, however, the Empire re-gained control but not without reducing the castle to rubble and considerable loss of life on behalf of innocent citizens. Tibrafes was the first of the Anhoi states to attempt rebellion, but it wasn't until 50 years later, after the Merchants League helped Llaza to secede, that Tibrafes was eventually freed. The city today still smarts a little that Llaza got all the glory whilst it was Tibrafens who actually fought and died, and so the guilds and the city rulers turned to Kronlordan for alliance rather than Llaza.

Kronlordan is located on a series of terraces high in the Three Mountain Sisters. Its economy is primarily based on wool production and it is famous for the quality of its wool and the locally-produced brightly-dyed cloth. There are many sheep, goat and noyaki farms in the hinterland, with some mining and vug hunting. Agriculturally, it is self sufficient but luxury goods are mostly imported. The people are mainly of anhoi stock with some nekuuese and asharan influence.

Being neither very rich nor strategically vital Kronlordan was never a great prize in the Empire's crown. However, when the other Anhoin states were revolting a force was sent, led by one Colonel Qinu Fzaib, to strengthen the Empire's hold on the area. Unfortunately Colonel Fzaib, seeing a nice little corner of the world that nobody else would be very desperate to get back, conspired with the local rebels and declared independence from the Empire. He named himself Shorugan (an ancient Imperial word meaning "military ruler" that had long been out of use), and created a nobility out of the most amenable bureaucrats and landowners of the area. The transition passed fairly smoothly with only a few beheadings and some minor riots. With the Empire itself rather more concerned with places like Llaza and the Ashoyin Protectorate, Kronlordan was pretty much ignored. For many generations now Kronlordan has enjoyed relative peace and an adequate level of prosperity. The current ruler is Shorugan Lana Fzaib, a women in her fifties. Much of the original Imperial bureaucracy remains but the highest posts are hereditary positions passed down through the family.

The steep and hilly country means that rice is not much grown and the basic crops are oats and barley. A sheepskin version of the pentesh jacket is common and the local style of dress is close fitting trousers, over which is worn either a long tunic top, coming down to mid thigh level, or a shirt with a short kilt. The town of Kronlordan is full of steps and winding alleyways. Near the head of the city stands the grand Emporium, an arch-roofed marketplace home to permanent merchant stores and temporary traders. Mountain tlaxu are present on the edges of human-occupied areas, and sightings are usually taken as a sign of good luck. Local people believe them to be spirits that guard the mountains and do not mind if the occasional sheep goes missing in the night.

Using the Meadow Flower Alliance
Both partners of the Meadow Flower Alliance see a lot of passing trade. They may be places for adventurers to start their careers, or they may be places that they pass through on the way somewhere else. City-based intrigues and adventures will work well in both, with the caves of Tibrafes' castle rock, or her stinking tannery vats, the steep steps of Kronlordan's streets and her Emporium all making interesting backdrops for adventures or action scenes. Kronlordan serves as a good base for adventures in the Three Sisters Mountains, featuring tlaxu, mountain spirits and other such encounters; after all it stands within a region only partly tamed. Below are two NPCs who may be used as the basis for adventure in the Meadow Flower Alliance.

Esseng the Summoner
Master Wizard of Tibrafes
Male Human Conjurer10: CR 10; Medium Humanoid (human); AL NE
Abilities Str 10 (+0), Dex 12 (+1), Con 14 (+2), Int 16 (+3), Wis 8 (-1), Cha 14 (+2)

Initiative +5; Speed 30 ft.
Armour Class 14 (+1 Dex, +3 armour) touch 11, flat-footed 13
Saves Fortitude +5, Reflex +4, Will +6
Hit Dice 10d4+20; hit points 45

Base Attack/Grapple +5/+5
Melee Masterwork quarterstaff +6 (1d6)
Melee Touch spell +5 touch
Ranged Ray spell +6 touch
Special Attacks None
Special Qualities Enhanced summoning, rapid summoning, spontaneous summoning

Skills Bluff +8, Concentration +14, Diplomacy +8, Handle Animal +6, Knowledge (arcana) +13, Knowledge (spirits) +13, Ride +9, Spellcraft +8
Feats Animal Affinity*, Augment Summoning*, Extend Spell, Improved Initiative, Spell Focus (conjuration), Spell Mastery
Languages Celestial, High Imperial, Infernal, Low Imperial, Thell
Possessions ring of armour +3, masterwork quarterstaff, components pouch, amulet of proof against detection and location, minor brooch of fire resistance, rod of absoprtion, various expensive clothes and jewellery.

Spells per Day 4/5/5/4/3/2
Spells Typically Prepared
5th level (Save DC 18) - dismissal, extended secure shelter.
4th level (Save DC 17) - dimension door, dimensional anchor, extended phantom steed.
3rd level (Save DC 16) - dispel magic, extended protection from arrows, stinking cloud.
2nd level (Save DC 15) - acid arrow (2), detect thoughts, extended mage armour.
1st level (Save DC 14) - charm person, magic missile (2), unseen servant.
0th level (Save DC 13) - daze, detect magic, light, resistance.

Spellbook: 1st level - charm person*, mage armour, magic missile, mount, summon monster I, unseen servant; 2nd level - acid arrow, detect thoughts, protection from arrows*, summon monster II; 3rd level - dispel magic, phantom steed, stinking cloud, summon monster III*; 4th level - dimensional anchor, dimension door, minor creation, secure shelter, summon monster IV; 5th level - dismissal, lesser planar binding, summon monster V. *Esseng can prepare these spells without consulting his spellbook.

Enhanced Summoning (Ex): Any caster level check made to dispel one of Esseng's summoned creatures is made at +2 DC.
Rapid Summoning (Ex): Cast summon monster spells as a standard action.
Spontaneous Summoning (Ex): May lose a prepared spell to cast a summon monster spell of equal or lower level.

Esseng the Summoner, an Anhoine man with an amiable manner and a hint of steel to his personality. Esseng enjoys the finer things in life, dressing in expensive silk lashong robes and decorated in jewellery, some magical, some merely expensive. He was a pupil of the famous Tamark of Tibrafes (now missing), and divides his time between teaching minor magic to rich pupils and working for the government of the Meadow Flower Alliance in matters of magical security.

Although he is a government-registered jiunsami magician, Esseng leads a double life. He is a member of the Black River Society, often calling up magical creatures to attack foes of the criminal organisation. Esseng uses crime to feed his appetite for luxury and also to amuse himself by playing one side against the other. Player characters could be drafted in to help track down a tabusami magician with Esseng as an ally, but as things progress they may come to realise that Esseng is, in fact, the tabusami that they have been hired to find.

Esseng uses the special wizard variant rules, with all options for a conjurer. His forbidden magical schools are illusion and necromancy. The ring of armour is identical in all aspects to bracers of armour, his minor brooch of fire resistance is the same as a ring of the same function, just occupying different body slots.

Greyhorn Cordash
Mountain Mystic
Male Noyaki Nai-nek-chai Mnk5/Clr6: CR 11; Medium Humanoid (Shapechanger); AL N
Abilities Str 10 (+0), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 18 (+4), Cha 8 (-1)

Initiative +2; Speed 40 ft.
Armour Class 17 (+2 Dex, +4 Wis, +1 class) touch 17, flat-footed 15
Saves Fortitude +11, Reflex +8, Will +13
Hit Dice 5d8+6d6+22; hit points 65

Base Attack/Grapple +6/+6
Melee Unarmed Strike +8 (1d10)
Full Attack Flurry of Blows +7/+7 (1d10)
Special Attacks Flurry of blows, ki strike (magic), unarmed strike
Special Qualities Alternate form, animal blood, lore +6, low-light vision, purity of body, slow fall (20 ft.), spontaneous divine casting, still mind, turn undead 2/day (+5, 2d6+5 damage)

Skills Balance +7, Climb +5, Concentration +7, Heal +7, Jump +5, Knowledge (nature) +3, Knowledge (religion) +3, Knowledge (spirits) +3
Feats Combat Expertise*, Dodge, Holy Ascetic, Improved Disarm, Improved Trip*, Weapon Finesse
Languages Low Imperial
Possessions Winter clothing, holy symbol
Domains: Knowledge (cast divination spells at +1 caster level); Magic (may use spell completion and spell trigger items as 3rd level wizard); Protection (touch grants a +6 resistance bonus to next saving throw).

Spells per Day 5/5/5/4
Spells Known
3rd level (Save DC 17) - clairaudience/clairvoyance, dispel magic, protection from energy, remove curse.
2nd level (Save DC 16) - bull's strength, cure moderate wounds, detect thoughts, identify, shield other.
1st level (Save DC 15) - bless, comprehend languages, cure light wounds, detect secret doors, endure elements, magic aura, sanctuary.
0th level (Save DC 14) - create water, cure minor wound, detect magic, guidance, light, mending, purify food and drink.

Greyhorn Cordash
(Noyaki form)
Male Noyaki Nai-nek-chai Mnk5/Clr6: CR 11; Small Humanoid (Shapechanger); AL N
Abilities Str 12 (+1), Dex 20 (+5), Con 20 (+5), Int 10 (+0), Wis 18 (+4), Cha 8 (-1)

Initiative +5; Speed 40 ft.
Armour Class 21 (+1 size, +5 Dex, +4 Wis, +1 class) touch 21, flat-footed 16
Saves Fortitude +14, Reflex +9, Will +13
Hit Dice 5d8+6d6+55; hit points 98

Base Attack/Grapple +6/+4
Melee Gore +8 (1d4+1)
Special Attacks Flurry of blows, ki strike (magic), unarmed strike
Special Qualities Alternate form, animal blood, lore +6, low-light vision, purity of body, slow fall (20 ft.), spontaneous divine casting, still mind, turn undead 2/day (2d6+5)

Skills Balance +7, Climb +14, Concentration +7, Heal +7, Jump +5, Knowledge (nature) +3, Knowledge (religion) +3, Knowledge (spirits) +3
Feats Combat Expertise*, Dodge, Holy Ascetic, Improved Disarm, Improved Trip*, Weapon Finesse
Languages None
Possessions None
Domains: Knowledge (cast divination spells at +1 caster level); Magic (may use spell completion and spell trigger items as 3rd level wizard); Protecion (touch grants a +6 resistance bonus to next saving throw).

Greyhorn Cordash was once known as Stronghorn Cordash, a proud warrior of the Cloud Goose dosha, willing to test his skill against all challengers and to train those whom he deemed worthy. Now, in older age, he has taken to a life of quiet contemplation of the mysteries of the natural world. Cordash is the keeper of many secrets, some he has learned as a mystic, some he knows from his life as a master of a fighting style and all he will not divulge willingly. In his human form he has curly white hair and a white goatee beard, and appears as a stocky Anhoine man.

Cordash uses both cloistered cleric and spontaneous divine caster variants. His martial arts style emphasises defensive moves, and uses the passive way variant.

Holy Ascetic is a feat that allows a multiclass character to use his full character level when determining damage from a monk's unarmed strike, and caster level for clerical spells.

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Anhoi River States
Ashoyin Protectorate
City of Llaza
The Empire of Splendour
Merchants League

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